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4

This question is a great resource. A few of these links I've seen before, but most are new to me.
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jhockingMay 13 '11 at 12:04

Second this one! Worth saying that in between the game design theory, the author also often touches on visual art and bizdev, giving a bit of insight beyond the standard "how to make your game more fun."
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Ian SchreiberAug 26 '10 at 0:25

Dan is also a real active, nice guy. I've emailed him and gotten very fast responses back. I also wrote a blog post in response to something of his and he was very quick to show up on my blog with comments about it. He's great to chat game design theory with.
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CodexArcanumOct 28 '10 at 21:00

What we want is the best of both worlds. A fixed delta time value for the simulation plus the ability to render at different framerates. These two things seem completely at odds, and they are – unless we can find a way to decouple the simulation and rendering framerates.

I REALLY like the "fix your timestep" article and in fact I was preparing to write a question about that very subject; Markus (Notch) used the fixed timestep technique in his Ludum Dare entry this past weekend and I found it to be extremely elegant, whereas in my entry I used the first example of what not to do - a time delta, and I tried to have all my equations as functions of time, and it was challenging but overall reasonably successful. Not as good/easy as a fixed timestep though.
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RicketAug 26 '10 at 2:35

An iPhone game blog. Deals with indie production issues, OpenGL ES problems, iPhone specific features (such as in-app purchasing) and their results, shares sales data, as well as general production issues. A good general article is Prototyping: You're (probably) Doing It Wrong

Mistake #1: Going With The First Idea

Mistake #2: Not having a good question

Mistake #3: Taking too long

Mistake #4: Building a system, not a game

And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER.

#AltDevBlogADay - Recently brought to life by Insomniac's Mike Acton and some other guys (/girls?). It's got way more contributors than makes sense listing here.

It covers a wide range of topics, with the only common denominator being Game Development - be it design, programming or management. It's mainly there to encourage all contributors to post more often with one blog being published every day. Most of the contributors are on Twitter and share their credentials, so it should be possible to have some fruitful discussions on certain topics in case someone is interested.

Since it covers a potentially infinitely wide range of topics, singling out a representative one is pretty much impossible.

Excellent source of Game Ai information from videos, to interviews, to articles, etc etc.
The best content has to be paid for but is worth it since there are a lot of interviews with Game AI developers about techniques that aren't published anywhere else.

On top of that it allows you access to their AI Sandbox application for testing out your own AI implementations.

Its frustrating to see a really interesting article title and then to have to go oh wait its premium.
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lathomas64Aug 25 '10 at 21:17

3

I love this site and think it's well worth the subscription fee as it's indeed hard to find detailed information elsewhere that pertains directly to applied (applied being the keyword here) game AI.
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KajAug 26 '10 at 0:31

Design blog that focuses on design aspects of MMORPGs. Is often critical of many elements in most sandbox MMO designs. Instead of pure criticism, the blog does offer up design suggestions and theories on how to improve.

This is my blog. I'm honored to be mentioned in the company of some of the others here. The blog is now more about general game design. I've written articles about strategy games more than MMOs over the last few months.
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evizaerAug 30 '10 at 19:31

Some great thoughts on level design, pixel art and game design in general. Sometimes she goes off onto a bondage-themed pixel-art tangent though, so don't add this to your RSS list if these things offend you.

[...] If you're developing your own API set,
these guidelines can help ensure that
your customers have that dreamy
experience developers get when using a
great API. You'll also spend less time
having to update documentation, write
complex sample code, or staffing a
large support team.

Shawn was the original developer of the Allegro library and is now one of the developers working on XNA at Microsoft. His blog covers loads of stuff about XNA, but also touches on games he's worked on in the past, such as this post about the AI coordinate system in MotoGP

iDevBlogADay is a fairly recent initiative to aggregate blogs of a some iPhone developers and bloggers and while usually projects like this one rarely produce good results, right now iDevBlogADay is probably the most interesting blog I read daily. It's not strictly about game development, but iPhone development is like 60% about games, so you won't be disappointed.

And excellent GamesFromWithin blog mentioned above is a part of this initiative.

Successful indie dev Introversion has made many in-depth posts about the development of their newest game, and some other posts about game development in general. Definitely worth checking out, especially if you're interested in procedural generation.

It's less about programming and more about game design and indie game developement in general. his company spiderweb software published several very impressive old school rpgs (turn based combat, lots of text, uh, story).

A blog from one of the teachers at a game development school in Sweden. He's worked at Massive Entertainment for 12 years as Senior Software Engineer. Some very interesting stuff! (Spelling could be better ;)